using Barotrauma.Networking; using Microsoft.Xna.Framework; using System; using System.Collections.Generic; using System.Linq; using Barotrauma.Extensions; namespace Barotrauma { partial class HumanAIController : AIController { public static bool DisableCrewAI; private AIObjectiveManager objectiveManager; private float sortTimer; private float crouchRaycastTimer; private float reactTimer; private float hullVisibilityTimer; private bool shouldCrouch; const float reactionTime = 0.5f; const float hullVisibilityInterval = 0.5f; const float crouchRaycastInterval = 1; const float sortObjectiveInterval = 1; public static float HULL_SAFETY_THRESHOLD = 50; public HashSet UnsafeHulls { get; private set; } = new HashSet(); private SteeringManager outsideSteering, insideSteering; public IndoorsSteeringManager PathSteering => insideSteering as IndoorsSteeringManager; public HumanoidAnimController AnimController => Character.AnimController as HumanoidAnimController; public override AIObjectiveManager ObjectiveManager { get { return objectiveManager; } } public Order CurrentOrder { get; private set; } public string CurrentOrderOption { get; private set; } private IEnumerable visibleHulls; public IEnumerable VisibleHulls { get { if (visibleHulls == null) { visibleHulls = Character.GetVisibleHulls(); } return visibleHulls; } private set { visibleHulls = value; } } public HumanAIController(Character c) : base(c) { insideSteering = new IndoorsSteeringManager(this, true, false); outsideSteering = new SteeringManager(this); objectiveManager = new AIObjectiveManager(c); reactTimer = Rand.Range(0f, reactionTime); sortTimer = Rand.Range(0f, sortObjectiveInterval); hullVisibilityTimer = Rand.Range(0f, hullVisibilityTimer); InitProjSpecific(); } partial void InitProjSpecific(); public override void Update(float deltaTime) { if (DisableCrewAI || Character.IsUnconscious) return; float maxDistanceToSub = 3000; if (Character.Submarine != null || SelectedAiTarget?.Entity?.Submarine != null && Vector2.DistanceSquared(Character.WorldPosition, SelectedAiTarget.Entity.Submarine.WorldPosition) < maxDistanceToSub * maxDistanceToSub) { if (steeringManager != insideSteering) { insideSteering.Reset(); } steeringManager = insideSteering; } else { if (steeringManager != outsideSteering) { outsideSteering.Reset(); } steeringManager = outsideSteering; } AnimController.Crouching = shouldCrouch; CheckCrouching(deltaTime); Character.ClearInputs(); if (hullVisibilityTimer > 0) { hullVisibilityTimer--; } else { hullVisibilityTimer = hullVisibilityInterval; VisibleHulls = Character.GetVisibleHulls(); } objectiveManager.UpdateObjectives(deltaTime); if (sortTimer > 0.0f) { sortTimer -= deltaTime; } else { objectiveManager.SortObjectives(); sortTimer = sortObjectiveInterval; } if (reactTimer > 0.0f) { reactTimer -= deltaTime; } else { if (Character.CurrentHull != null) { VisibleHulls.ForEach(h => PropagateHullSafety(Character, h)); } if (Character.SpeechImpediment < 100.0f) { ReportProblems(); UpdateSpeaking(); } reactTimer = reactionTime * Rand.Range(0.75f, 1.25f); } if (objectiveManager.CurrentObjective == null) { return; } objectiveManager.DoCurrentObjective(deltaTime); bool run = objectiveManager.CurrentObjective.ForceRun || objectiveManager.GetCurrentPriority() > AIObjectiveManager.RunPriority; if (ObjectiveManager.CurrentObjective is AIObjectiveGoTo goTo && goTo.Target != null) { run = Vector2.DistanceSquared(Character.WorldPosition, goTo.Target.WorldPosition) > 300 * 300; } if (run) { run = !AnimController.Crouching && !AnimController.IsMovingBackwards; } float currentSpeed = Character.AnimController.GetCurrentSpeed(run); steeringManager.Update(currentSpeed); bool ignorePlatforms = Character.AnimController.TargetMovement.Y < -0.5f && (-Character.AnimController.TargetMovement.Y > Math.Abs(Character.AnimController.TargetMovement.X)); if (steeringManager == insideSteering) { var currPath = PathSteering.CurrentPath; if (currPath != null && currPath.CurrentNode != null) { if (currPath.CurrentNode.SimPosition.Y < Character.AnimController.GetColliderBottom().Y) { // Don't allow to jump from too high. The formula might require tweaking. float allowedJumpHeight = Character.AnimController.ImpactTolerance / 2; float height = Math.Abs(currPath.CurrentNode.SimPosition.Y - Character.SimPosition.Y); ignorePlatforms = height < allowedJumpHeight; } } if (Character.IsClimbing && PathSteering.IsNextLadderSameAsCurrent) { Character.AnimController.TargetMovement = new Vector2(0.0f, Math.Sign(Character.AnimController.TargetMovement.Y)); } } Character.AnimController.IgnorePlatforms = ignorePlatforms; Vector2 targetMovement = AnimController.TargetMovement; if (!Character.AnimController.InWater) { targetMovement = new Vector2(Character.AnimController.TargetMovement.X, MathHelper.Clamp(Character.AnimController.TargetMovement.Y, -1.0f, 1.0f)); } float maxSpeed = Character.ApplyTemporarySpeedLimits(currentSpeed); targetMovement.X = MathHelper.Clamp(targetMovement.X, -maxSpeed, maxSpeed); targetMovement.Y = MathHelper.Clamp(targetMovement.Y, -maxSpeed, maxSpeed); //apply speed multiplier if // a. it's boosting the movement speed and the character is trying to move fast (= running) // b. it's a debuff that decreases movement speed float speedMultiplier = Character.SpeedMultiplier; if (run || speedMultiplier <= 0.0f) targetMovement *= speedMultiplier; Character.ResetSpeedMultiplier(); // Reset, items will set the value before the next update Character.AnimController.TargetMovement = targetMovement; if (!NeedsDivingGear(Character.CurrentHull)) { bool oxygenLow = Character.OxygenAvailable < CharacterHealth.LowOxygenThreshold; bool highPressure = Character.CurrentHull == null || Character.CurrentHull.LethalPressure > 0 && Character.PressureProtection <= 0; bool shouldKeepTheGearOn = !ObjectiveManager.IsCurrentObjective(); bool removeDivingSuit = oxygenLow && !highPressure; if (!removeDivingSuit) { bool targetHasNoSuit = objectiveManager.CurrentOrder is AIObjectiveGoTo gtObj && gtObj.mimic && !HasDivingSuit(gtObj.Target as Character); bool canDropTheSuit = Character.CurrentHull.WaterPercentage < 1 && !Character.IsClimbing && steeringManager == insideSteering && !PathSteering.InStairs; removeDivingSuit = (!shouldKeepTheGearOn || targetHasNoSuit) && canDropTheSuit; } if (removeDivingSuit) { var divingSuit = Character.Inventory.FindItemByIdentifier("divingsuit") ?? Character.Inventory.FindItemByTag("divingsuit"); if (divingSuit != null) { // TODO: take the item where it was taken from? divingSuit.Drop(Character); } } bool targetHasNoMask = objectiveManager.CurrentOrder is AIObjectiveGoTo gotoObjective && gotoObjective.mimic && !HasDivingMask(gotoObjective.Target as Character); bool takeMaskOff = oxygenLow || (!shouldKeepTheGearOn && Character.CurrentHull.WaterPercentage < 20) || targetHasNoMask; if (takeMaskOff) { var mask = Character.Inventory.FindItemByIdentifier("divingmask"); if (mask != null && Character.Inventory.IsInLimbSlot(mask, InvSlotType.Head)) { // Try to put the mask in an Any slot, and drop it if that fails if (!mask.AllowedSlots.Contains(InvSlotType.Any) || !Character.Inventory.TryPutItem(mask, Character, new List() { InvSlotType.Any })) { mask.Drop(Character); } } } } if (!ObjectiveManager.IsCurrentObjective() && !ObjectiveManager.IsCurrentObjective()) { var extinguisherItem = Character.Inventory.FindItemByIdentifier("extinguisher") ?? Character.Inventory.FindItemByTag("extinguisher"); if (extinguisherItem != null && Character.HasEquippedItem(extinguisherItem)) { // TODO: take the item where it was taken from? extinguisherItem.Drop(Character); } } foreach (var item in Character.Inventory.Items) { if (item == null) { continue; } if (ObjectiveManager.CurrentObjective is AIObjectiveIdle) { if (item.AllowedSlots.Contains(InvSlotType.RightHand | InvSlotType.LeftHand) && Character.HasEquippedItem(item)) { // Try to put the weapon in an Any slot, and drop it if that fails if (!item.AllowedSlots.Contains(InvSlotType.Any) || !Character.Inventory.TryPutItem(item, Character, new List() { InvSlotType.Any })) { item.Drop(Character); } } } } if (Character.IsKeyDown(InputType.Aim)) { var cursorDiffX = Character.CursorPosition.X - Character.Position.X; if (cursorDiffX > 10.0f) { Character.AnimController.TargetDir = Direction.Right; } else if (cursorDiffX < -10.0f) { Character.AnimController.TargetDir = Direction.Left; } if (Character.SelectedConstruction != null) Character.SelectedConstruction.SecondaryUse(deltaTime, Character); } else if (Math.Abs(Character.AnimController.TargetMovement.X) > 0.1f && !Character.AnimController.InWater) { Character.AnimController.TargetDir = Character.AnimController.TargetMovement.X > 0.0f ? Direction.Right : Direction.Left; } } protected void ReportProblems() { Order newOrder = null; if (Character.CurrentHull != null) { foreach (var hull in VisibleHulls) { foreach (Character c in Character.CharacterList) { if (c.CurrentHull != hull) { continue; } if (AIObjectiveFightIntruders.IsValidTarget(c, Character)) { AddTargets(Character, c); if (newOrder == null) { var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportintruders"); newOrder = new Order(orderPrefab, c.CurrentHull, null, orderGiver: Character); } } } if (AIObjectiveExtinguishFires.IsValidTarget(hull, Character)) { AddTargets(Character, hull); if (newOrder == null) { var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportfire"); newOrder = new Order(orderPrefab, hull, null, orderGiver: Character); } } foreach (Character c in Character.CharacterList) { if (c.CurrentHull != hull) { continue; } if (AIObjectiveRescueAll.IsValidTarget(c, Character)) { if (AddTargets(c, Character)) { if (newOrder == null) { var orderPrefab = Order.PrefabList.Find(o => o.AITag == "requestfirstaid"); newOrder = new Order(orderPrefab, c.CurrentHull, null, orderGiver: Character); } } } } foreach (var gap in hull.ConnectedGaps) { if (AIObjectiveFixLeaks.IsValidTarget(gap, Character)) { AddTargets(Character, gap); if (newOrder == null && !gap.IsRoomToRoom) { var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportbreach"); newOrder = new Order(orderPrefab, hull, null, orderGiver: Character); } } } foreach (Item item in Item.ItemList) { if (item.CurrentHull != hull) { continue; } if (AIObjectiveRepairItems.IsValidTarget(item, Character)) { if (item.Repairables.All(r => item.Condition > r.ShowRepairUIThreshold)) { continue; } AddTargets(Character, item); if (newOrder == null) { var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportbrokendevices"); newOrder = new Order(orderPrefab, item.CurrentHull, item.Repairables?.FirstOrDefault(), orderGiver: Character); } } } } } if (newOrder != null) { if (GameMain.GameSession?.CrewManager != null && GameMain.GameSession.CrewManager.AddOrder(newOrder, newOrder.FadeOutTime)) { Character.Speak(newOrder.GetChatMessage("", Character.CurrentHull?.DisplayName, givingOrderToSelf: false), ChatMessageType.Order); #if SERVER GameMain.Server.SendOrderChatMessage(new OrderChatMessage(newOrder, "", Character.CurrentHull, null, Character)); #endif } } } private void UpdateSpeaking() { if (Character.Oxygen < 20.0f) { Character.Speak(TextManager.Get("DialogLowOxygen"), null, 0, "lowoxygen", 30.0f); } if (Character.Bleeding > 2.0f) { Character.Speak(TextManager.Get("DialogBleeding"), null, 0, "bleeding", 30.0f); } if (Character.PressureTimer > 50.0f && Character.CurrentHull != null) { Character.Speak(TextManager.GetWithVariable("DialogPressure", "[roomname]", Character.CurrentHull.DisplayName, true), null, 0, "pressure", 30.0f); } } public override void OnAttacked(Character attacker, AttackResult attackResult) { float damage = attackResult.Damage; if (damage <= 0) { return; } if (ObjectiveManager.CurrentObjective is AIObjectiveFightIntruders) { return; } if (attacker == null || attacker.IsDead || attacker.Removed) { // Ignore damage from falling etc that we shouldn't react to. if (Character.LastDamageSource == null) { return; } AddCombatObjective(AIObjectiveCombat.CombatMode.Retreat, Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced)); } else if (IsFriendly(attacker)) { if (attacker.AnimController.Anim == Barotrauma.AnimController.Animation.CPR && attacker.SelectedCharacter == Character) { // Don't attack characters that damage you while doing cpr, because let's assume that they are helping you. // Should not cancel any existing ai objectives (so that if the character attacked you and then helped, we still would want to retaliate). return; } if (!attacker.IsRemotePlayer && Character.Controlled != attacker && attacker.AIController != null && attacker.AIController.Enabled) { // Don't retaliate on damage done by friendly ai, because we know that it's accidental AddCombatObjective(AIObjectiveCombat.CombatMode.Retreat, Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced)); } else { float currentVitality = Character.CharacterHealth.Vitality; float dmgPercentage = damage / currentVitality * 100; if (dmgPercentage < currentVitality / 10) { // Don't retaliate on minor (accidental) dmg done by friendly characters AddCombatObjective(AIObjectiveCombat.CombatMode.Retreat, Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced)); } else { AddCombatObjective(AIObjectiveCombat.CombatMode.Defensive, Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced)); } } } else { AddCombatObjective(AIObjectiveCombat.CombatMode.Defensive); } void AddCombatObjective(AIObjectiveCombat.CombatMode mode, float delay = 0) { if (ObjectiveManager.CurrentObjective is AIObjectiveCombat combatObjective) { if (combatObjective.Enemy != attacker || (combatObjective.Enemy == null && attacker == null)) { // Replace the old objective with the new. ObjectiveManager.Objectives.Remove(combatObjective); objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker, mode, objectiveManager)); } } else { if (delay > 0) { objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker, mode, objectiveManager), delay); } else { objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker, mode, objectiveManager)); } } } } public void SetOrder(Order order, string option, Character orderGiver, bool speak = true) { CurrentOrderOption = option; CurrentOrder = order; objectiveManager.SetOrder(order, option, orderGiver); if (ObjectiveManager.CurrentOrder != null && speak && Character.SpeechImpediment < 100.0f) { if (ObjectiveManager.CurrentOrder is AIObjectiveRepairItems repairItems && repairItems.Targets.None()) { Character.Speak(TextManager.Get("DialogNoRepairTargets"), null, 3.0f, "norepairtargets"); } else if (ObjectiveManager.CurrentOrder is AIObjectiveChargeBatteries chargeBatteries && chargeBatteries.Targets.None()) { Character.Speak(TextManager.Get("DialogNoBatteries"), null, 3.0f, "nobatteries"); } else if (ObjectiveManager.CurrentOrder is AIObjectiveExtinguishFires extinguishFires && extinguishFires.Targets.None()) { Character.Speak(TextManager.Get("DialogNoFire"), null, 3.0f, "nofire"); } else if (ObjectiveManager.CurrentOrder is AIObjectiveFixLeaks fixLeaks && fixLeaks.Targets.None()) { Character.Speak(TextManager.Get("DialogNoLeaks"), null, 3.0f, "noleaks"); } else if (ObjectiveManager.CurrentOrder is AIObjectiveFightIntruders fightIntruders && fightIntruders.Targets.None()) { Character.Speak(TextManager.Get("DialogNoEnemies"), null, 3.0f, "noenemies"); } else if (ObjectiveManager.CurrentOrder is AIObjectiveRescueAll rescueAll && rescueAll.Targets.None()) { //TODO: re-enable on all languages after DialogNoRescueTargets has been translated if (TextManager.Language == "English") { Character.Speak(TextManager.Get("DialogNoRescueTargets"), null, 3.0f, "norescuetargets"); } } else if (ObjectiveManager.CurrentOrder is AIObjectivePumpWater pumpWater && pumpWater.Targets.None()) { Character.Speak(TextManager.Get("DialogNoPumps"), null, 3.0f, "nopumps"); } else { Character.Speak(TextManager.Get("DialogAffirmative"), null, 1.0f); } } SetOrderProjSpecific(order); } partial void SetOrderProjSpecific(Order order); public override void SelectTarget(AITarget target) { SelectedAiTarget = target; } private void CheckCrouching(float deltaTime) { crouchRaycastTimer -= deltaTime; if (crouchRaycastTimer > 0.0f) return; crouchRaycastTimer = crouchRaycastInterval; //start the raycast in front of the character in the direction it's heading to Vector2 startPos = Character.SimPosition; startPos.X += MathHelper.Clamp(Character.AnimController.TargetMovement.X, -1.0f, 1.0f); //do a raycast upwards to find any walls float minCeilingDist = Character.AnimController.Collider.height / 2 + Character.AnimController.Collider.radius + 0.1f; shouldCrouch = Submarine.PickBody(startPos, startPos + Vector2.UnitY * minCeilingDist, null, Physics.CollisionWall) != null; } public static bool NeedsDivingGear(Hull hull) => hull == null || hull.OxygenPercentage < 50 || hull.WaterPercentage > 50; /// /// Check whether the character has a diving suit in usable condition plus some oxygen. /// public static bool HasDivingSuit(Character character) => HasItem(character, "divingsuit", "oxygensource"); /// /// Check whether the character has a diving mask in usable condition plus some oxygen. /// public static bool HasDivingMask(Character character) => HasItem(character, "diving", "oxygensource"); public static bool HasItem(Character character, string tag, string containedTag, float conditionPercentage = 0) { if (character == null) { return false; } if (character.Inventory == null) { return false; } var item = character.Inventory.FindItemByTag(tag); return item != null && item.ConditionPercentage > conditionPercentage && character.HasEquippedItem(item) && (containedTag == null || (item.ContainedItems != null && item.ContainedItems.Any(i => i.HasTag(containedTag) && i.ConditionPercentage > conditionPercentage))); } public static void DoForEachCrewMember(Character character, Action action) { if (character == null) { return; } foreach (var c in Character.CharacterList) { if (c == null || c.IsDead || c.Removed) { continue; } if (c.AIController is HumanAIController humanAi && humanAi.IsFriendly(character)) { action(humanAi); } } } /// /// Updates the hull safety for all ai characters in the team. /// public static void PropagateHullSafety(Character character, Hull hull) { DoForEachCrewMember(character, (humanAi) => humanAi.RefreshHullSafety(hull)); } public float CurrentHullSafety { get; private set; } private void RefreshHullSafety(Hull hull) { if (GetHullSafety(hull, Character, VisibleHulls) > HULL_SAFETY_THRESHOLD) { UnsafeHulls.Remove(hull); } else { UnsafeHulls.Add(hull); } } public static void RefreshTargets(Character character, Order order, Hull hull) { switch (order.AITag) { case "reportfire": AddTargets(character, hull); break; case "reportbreach": foreach (var gap in hull.ConnectedGaps) { if (AIObjectiveFixLeaks.IsValidTarget(gap, character)) { AddTargets(character, gap); } } break; case "reportbrokendevices": foreach (var item in Item.ItemList) { if (item.CurrentHull != hull) { continue; } if (AIObjectiveRepairItems.IsValidTarget(item, character)) { if (item.Repairables.All(r => item.Condition > r.ShowRepairUIThreshold)) { continue; } AddTargets(character, item); } } break; case "reportintruders": foreach (var enemy in Character.CharacterList) { if (enemy.CurrentHull != hull) { continue; } if (AIObjectiveFightIntruders.IsValidTarget(enemy, character)) { AddTargets(character, enemy); } } break; case "requestfirstaid": foreach (var c in Character.CharacterList) { if (c.CurrentHull != hull) { continue; } if (AIObjectiveRescueAll.IsValidTarget(c, character)) { AddTargets(character, c); } } break; default: #if DEBUG DebugConsole.ThrowError(order.AITag + " not implemented!"); #endif break; } } private static bool AddTargets(Character caller, T2 target) where T1 : AIObjectiveLoop { bool targetAdded = false; DoForEachCrewMember(caller, humanAI => { var objective = humanAI.ObjectiveManager.GetObjective(); if (objective != null) { if (!targetAdded && objective.AddTarget(target)) { targetAdded = true; } } }); return targetAdded; } public static void RemoveTargets(Character caller, T2 target) where T1 : AIObjectiveLoop { DoForEachCrewMember(caller, humanAI => humanAI.ObjectiveManager.GetObjective()?.ReportedTargets.Remove(target)); } public float GetCurrentHullSafety() => GetHullSafety(Character.CurrentHull, Character, VisibleHulls); public float GetHullSafety(Hull hull, Character character, IEnumerable visibleHulls = null) { bool updateCurrentHullSafety = character == Character && character.CurrentHull == hull; if (hull == null) { if (updateCurrentHullSafety) { CurrentHullSafety = 0; } return CurrentHullSafety; } if (character == Character) { // If the character is this character, we can use the cached hulls. // If no visible hulls are provided, the calculations don't take visible/adjacent hulls into account. if (visibleHulls == null) { visibleHulls = VisibleHulls; } } bool ignoreFire = ObjectiveManager.IsCurrentObjective() || ObjectiveManager.IsCurrentObjective(); bool ignoreWater = HasDivingSuit(character); bool ignoreOxygen = ignoreWater || HasDivingMask(character); bool ignoreEnemies = ObjectiveManager.IsCurrentObjective(); float safety = GetHullSafety(hull, visibleHulls, character, ignoreWater, ignoreOxygen, ignoreFire, ignoreEnemies); if (updateCurrentHullSafety) { CurrentHullSafety = safety; } return safety; } public static float GetHullSafety(Hull hull, IEnumerable visibleHulls, Character character, bool ignoreWater = false, bool ignoreOxygen = false, bool ignoreFire = false, bool ignoreEnemies = false) { if (hull == null) { return 0; } if (hull.LethalPressure > 0 && character.PressureProtection <= 0) { return 0; } float oxygenFactor = ignoreOxygen ? 1 : MathHelper.Lerp(0.25f, 1, hull.OxygenPercentage / 100); float waterFactor = ignoreWater ? 1 : MathHelper.Lerp(1, 0.25f, hull.WaterPercentage / 100); if (!character.NeedsAir) { oxygenFactor = 1; waterFactor = 1; } float fireFactor = 1; if (!ignoreFire) { Func calculateFire = h => h.FireSources.Count * 0.5f + h.FireSources.Sum(fs => fs.DamageRange) / h.Size.X; // Even the smallest fire reduces the safety by 50% float fire = visibleHulls == null ? calculateFire(hull) : visibleHulls.Sum(h => calculateFire(h)); fireFactor = MathHelper.Lerp(1, 0, MathHelper.Clamp(fire, 0, 1)); } float enemyFactor = 1; if (!ignoreEnemies) { Func isValidTarget = e => !e.IsDead && !e.IsUnconscious && !e.Removed && !IsFriendly(character, e); int enemyCount = visibleHulls == null ? Character.CharacterList.Count(e => e.CurrentHull == hull && isValidTarget(e)) : Character.CharacterList.Count(e => visibleHulls.Contains(e.CurrentHull) && isValidTarget(e)); // The hull safety decreases 90% per enemy up to 100% (TODO: test smaller percentages) enemyFactor = MathHelper.Lerp(1, 0, MathHelper.Clamp(enemyCount * 0.9f, 0, 1)); } float safety = oxygenFactor * waterFactor * fireFactor * enemyFactor; return MathHelper.Clamp(safety * 100, 0, 100); } public bool IsFriendly(Character other) => IsFriendly(Character, other); public static bool IsFriendly(Character me, Character other) => (other.TeamID == me.TeamID || other.TeamID == Character.TeamType.FriendlyNPC || me.TeamID == Character.TeamType.FriendlyNPC) && other.SpeciesName == me.SpeciesName; } }